SKILLS

Sleight of Hand

(Dex; Trained Only)

You can perform feats of legerdemain such as picking pockets, palming small objects (making them seem to disappear), and so forth.

Check: A check against Difficulty 10 lets you palm a coin-sized, unattended object. When you perform this skill under close observation, your skill check is opposed by the observer's Notice check. The observer's check doesn't prevent you from performing the action, just from doing it unnoticed. If using Sleight of Hand to do tricks to impress an audience, you can treat it as a Perform specialty.

Feint: You may make a Sleight of Hand check to feint in combat.

Thievery: When you try to take something from another person, your opponent makes a Notice check to detect the attempt. To obtain the object, you must get a result of 20 or higher, regardless of the opponent's check result. The opponent detects the attempt if his check result beats your character's check result, whether you take the object or not.

Planting: You can make a Sleight of Hand check to plant a small object on a person, slip something into their pocket, drop something into their drink, and so forth. This has the same Difficulty and Notice check as thievery.

Concealment: You can use Sleight of Hand to conceal a small weapon or object on your body, making your check result the Difficulty of a Search check to find the object.

Snatch Object: You can attempt to snatch thrown objects out of the air as a readied action. If an opponent throws a light object at you, you may make a Sleight of Hand check (Difficulty equal to the opponent's attack roll) to snatch the item out of the air. You suffer a -5 penalty to snatch one-handed items (as opposed to light), and a -10 penalty to snatch two-handed items. You suffer an additional -5 penalty if the item was thrown at a target other than yourself (but you may only snatch items that pass adjacent to you). If successful, you sntach the item and may throw it back at the original attacker (even though it isn't your turn) or keep it for later use.

Try Again: A second Sleight of Hand attempt against the same target, or when being watched by the same observer, has a Difficulty 10 higher than the first check if the first check failed or if the attempt was noticed.

Action: A Sleight of Hand check is a standard action.

Special: You can make an untrained Sleight of Hand check to conceal a weapon or object, but must always take 10 when doing so, so you can't do it while under stress.